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Friday, 15 May 2015

Renegads and Heretics vs Orks 1875: Metal Waaagh!

As part
of our narrative campaign finally the orks attack the Renegades of
Ferrograd, as currently they have been busy fighting against the
Elysian D-99 veterans. This is a 1875 point game using a mealstrom of
war mission. Will the dread mob of the orks triumph over the forces
of chaos?

The
Armies

Forces
of Chaos: 1875

Renegades
and Heretics: Combined arms detachment

Renegade
Command – 85 (warlord:

covenent
of nurgle, reaver, melta bomb

Chimera –
70

militia
training, autocannon

10
Veterans – 120

2x melta
guns, grenadiers

40 plague
zombies – 120

Valkyrie
– 135

multi-laser,
missile pods, militia training

Leman
Russ Battle tank – 150

militia
training

Leman
Russ Battle Tank – 150

militia
training

Leman
Russ Demolisher – 170

militia
training

Renegades
and Heretics: Combined arms detachment

Rogue
psyker – 35

Platoon

Command –
85

20 men,
militia training, sigil, krack grenades

Infantry
squad – 95

20 men,
militia training, sigil, krack grenades, 2x flamer

Infantry
squad – 60

10 men,
2x melta gun, militia training

Chimera –
70

militia
training, autocannon

10
Mutants – 30

horns and
claws

Support
squad – 80

3x
lascannon, militia training

Chaos
Daemons: Allied detachment

Herald of
Nurgle – 95

level 1,
locus of fecundity [smite, iron arm]

10
Plaguebearers – 90

10
Plaguebearers – 90

Soul
grinder – 150 (proxied by a defiler)

daemon of
nurgle

The
Ork Horde

Orks:
Combined arms detachment

Warboss
(warlord: Brutal but Kunning)

Mega
armour, lucky stick

15
gretchin

15
gretchin

Dakka Jet

extra
shoota, fly boss

Dakka Jet

extra
shoota, fly boss

Dreadmob
Formation

Big Mek

big
choppa, eavy armour

Paintboy

3 Killer
kans

Big
shoota

3 Killer
Kans

Grotzooka

3 Killer
Kans

Skorcha

Deff
Dread

2x rokkit

Deff
Dread

2x rokkit

Deff
Dread

extra
hand weapon, skorcha

Morkanaught

kustom
force field

Gorkanaught

The
Mission

Rolling
for the mission we get Tactical Escalation, so each turn we draw up
to the turn number in cards. According to the book we have hammer and
anvil deployment so we just went with that instead of rolling for it.
We place the 6 objectives around the table. Rolling for deployment
zones I win the roll and select to set up and go first.

The
objectives from my perspective: At the edge of my deployment zone on
the left, just out side my deployment on the right, one in the
middle, another in the middle behind sand bags and the last two in
the ork deployment zone behind either ruin.

As I have
a lot of models I have little choice than to put my models in a line.
The soulgrinder anchors the left flank, supported by one of the 20
man infantry units and the chimera with melta unit. Behind then I
place a battle tank as it has quite a good line of sight. In the
centre I place the commander in his chimera. To the right of this I
place the zombies to hold up the biggest threat, and the other unit
of infantry hold the right flank. At the back of the right the
mutants guard both the demolisher and other battle tank and the
psyker hangs around here as well. There is a small ruin behind the
zombies so I place the heavy weapons there for some cover and
reasonable line of sight. I keep the Valkyrie with veterans in
reserve, along with the plaguebearers who will deep strike in later.

The orks
spread their armour along the whole line. The far right flank is held
by the unit of kans with bigshootas supported by the deff dread with
extra hand weapon. In the centre the Gorkanaught and deff dread take
up most of the space. The left flank is held by the morkanaught, kans
with skorchas and a deff dread. The last deff dread is hiding in the
ruins in the middle left. Both units of gretchin are holding
objectives towards the back of his deployment zone. Both dakka jets
are held in reserve. His warboss and painboy are in the morkanaught
while the bigmek is inside the gorkanaught.

Night
Fight: turn 1

Steal the
initiative: No

The
Battle

Renegades
Turn 1

As all of
my infantry are rather close range, I move up with everything with
legs. I try to move the battle tank on the left over terrain but it
gets immobilised on a ruined aquila, damn the Imperium! The chimera
with melta gun in moves up ready to unload melta shots next turn. On
the right the demolisher moves up a little to be able to shoot at the
killer kans.

Straight
to the shooting phase and I run the infantry up, except the zombie
who are slow and purposeful. The lascannons target the gorkanaught
and get a single penetrating hit but the cover of night protects the
walker. A roar goes off as the demolisher fires its cannon but the
shot scatters and hits nothing. On the left the battle tank targets
the deff dread it can see but the shot scatters and hits the deff
dead in ruins, shaking it. The other battle tank targets the killer
kans the demolisher missed and wrecks 1 and kills off 2 grots.
Autocannon fire from the chimeras do nothing.

Score:
Objective 2

Renegades:
1 – Orks: 0

Orks turn
1

Stomping
forwards the metal wall of death moves ever closer, all of the
walkers advance. The gretchin stay in place to hold the objectives.

On the
left the rokkit kans target the chimera but thankfully they do no
damage. Both deff dreads shoot at the transport as well but most of
the shots miss save for 1, which I get lucky and save with stealth
thanks to night fight. Next all of the many and varied shots from the
morkanaught shoots at the chimera, but the mega cannon scatters wide,
the blaster misses but its rokkits manage to shake the tank
(thankfully the passengers pass their test). Grotzookas fire into the
zombies and get 18 hits! Shredding 13 of them with ease. The
gorkanaught adds its weight of fire into the zombies but only kills
another 5. On the left the kans with skorchas run towards my lines.

Assault
phase and the closest deffdread can make a change if it rolls about a
10, and he makes it! The walker wrecks the transport with ease,
gaining first blood.

Score:
First blood

Renegades:
1 – Orks: 1

Renegades
turn 2

Deep
striking in, the unit of plague bearers without herald appear behind
the ork lines, they scatter a little but still end up behind the
gretchin on the right. With their chimera wrecked, the infantry squad
with melta guns move though the wreckage towards the walker that did
it, ready to get revenge. Everyone else moves up ready to charge.

Melta
guns ready, the infantry shoot at the deff dread, and with a lucky
hit, explode the walker where it stands as it revels in the
destruction it has wrought. On the right the demolisher targets
another deff dread, but the shot scatters a little, clipping the
dread still stunning it, and wrecking a killer kan. Not letting the
kans regroup from their loss, the heavy weapons target them and
explode on1 and glance another. Battle tanks fire now, targeting the
deff dread with rokkits (on the left) and shake it, the second tank
does nothing.

Assault
phase and the plague zombies weather the overwatch from the
gorkanaught but fail to make the charge. On the left the infantry
charge into the shaken deff dread and with their krack grenades wreck
it before it can even attack them.

Score:
Nothing

Renegades
: 1 – Orks: 1

Orks turn
2

The
Warboss calls a WAAAAGH! A single dakka jet comes in from reserve
straight for the infantry on the left. Both units of gretchin move to
target the plague bearers. All the walkers move closer to me, while
the big mek gets out to repair a kan.

Working
away the big mek manages to restore a hull point on the damaged
killer kan. Shots from the grots only brings down a single
plaguebearers. The kans on the right run towards the demolisher
while the morkanaught runs as well. Shooting from the dakka jet guns
down 8 of the infantry and the gorkanaught kills just as many
zombies.

Assault
phase and the gorkanaught charges into the zombies aided by a killer
kan. Some how only 2 zombies die though, which is rather good for me.
On the left the kans charge into the infantry and kill them all, the
grenades fail to do anything letting the kans rip them apart. On the
right the unit of kans charge the demolisher shaking it twice,
leaving it alive on a single hull point. Morkanaught, it attempts to
charge into the infantry squad with melta guns, and I get lucky
hitting it twice with overwatch. The shots explode the walker forcing
the warboss out into the open.

Score:
objective 3

Renegades:
1 – Orks: 2

Renegades
turn 3

In from
reserve the herald and his unit appear, they deep strike in but
scatter into a crater but they all live. The Valkyrie flies in
towards the dakka jet, and the infantry on the right move to attack
the killer kan. Shaken but not stopped, the demolisher backs away
from the killer kans.

I attempt
to cast smite on the grots next to the herald but he fails, but then
manages to cast iron arm. The witch casts creeping terror and perils,
taking a wound and become in possessed! Finally.

With the
killer kans so close together, a shot from a battle tank hits and
manages to wreck 1 of them, and the demolisher snap fires its heavy
bolter and wrecks another. The last one is taken down by the chimeras
autocannon. On the left battle tank hits the kans wrecking one.
Mulit-laser fire from the valkyrie does nothing to the dakka jet.
With the warboss on the floor, the melta guns shoot at him and manage
to get a single wound on him, the soul grinder attempts to same but
does nothing.

On the
right the infantry charge into the kan engaged with the zombies, and
using their grenades wreck it. The gorkanaught then kills off 6
zombies. On the right the first unit of plague bearers charges into
the grots next to them, 1 dies to overwatch then the daemons
devastate the unit, they run and the daemons claim the objective. The
soul grinder attempts to charge the warboss but fails to roll high
enough.

Score:
Hold the line

Renegades:
2 – Orks: 2

Orks turn
3

The
gretchin keep on running, while the second dakka jet comes in on the
right after the possessed witch, the other jet moves to meet it. On
the right the remainin deff dread moves to the infantry and the big
mek joins it, to fix him.

Again
using his fixin tools the mek regains a hull point on the walker.
Newly fixed, the dread uses its skorcha on the infantry next to him
and burn 4 and clips the possessed reducing it to a single wound. The
first jet targets the wounded psyker, its overkill and he gets ripped
apart. The second jet then shoots at the heavy weapons team, they go
to ground but still 2 die, and the last runs off the table.

Both the
big mek and deff dread charge into the infantry but the mek kills
them all before the dread is able to do anything. The warboss charges
into the zombies to help the gorkanaught and together they kill all
of the zombies. On the left the kans charge into the troublesome
melta squad and kill 4 of them, as they can't do any damage to the
kans they run and escape.

Score:
More dakka, overwhelming fire power

Renegades:
2 – Orks: 4

Renegades
turn 4

Dropping
into hover mode, the valkyrie drops off the veterans next to the
gorkanaught. The unit of plague bearers with out herald hold an
objective while the other goes after the gretchin. The soul grinder
grabs an objective. The running infantry fail to rally.

Psychic
phase and the herald once again fails to smite the gretchin, but does
cast iron arm.

With both
of their melta guns, the veterans some how miss, leaving them
stranded and bound to die next turn. Again able to fire its
demolisher cannon, it targets the gorkanaught but the shot scatters
and kills a veteran with melta gun and stuns the valkyrie. A battle
cannon shot targets the big mek but that shot scatters and stuns the
gorkanaught. Firing its harvester cannon, the soul grinder wrecks a
killer kan.

Assault
phase and the grinder charges into the remaining kans, wrecking them
with out taking any damage, it also manages to consolidate back to
its objective.

Score:
Objective 6, objective 4, objective 2

Renegades:
5 – Orks: 4

Orks turn
4

On the
right the deff dread grabs the objective in the ruin while the
warboss goes after the veterans before they can cause any issues.
Both dakka jets go after easy targets.

Shooting
from the first jet kills 5 mutants and the other targets the running
infantry with melta guns killing them. It can only snap fire but the
gorkanaught shoots at the chimera, and does nothing.

Assault
and the warboss charges into the veterans, he kills 7 and the last 2
run for it.

Score:
Nothing

Renegades:
5 – Orks: 4

Renegades
turn 5

Again the
heralds unit gets closer to the grots and this time the soul grinder
moves to aid them.

Finally
the herald casts smite and it actually kills off 2 of the grots. But
I fail to cast iron arm.

Getting
desperate, the immobilised russ targets the warboss but can't get
past its armour save. The other targets the gorkanaught but that shot
scatters right on top of the big mek and instantly kills him. The
final blast comes from the demolisher targeting the gorkanaught and
it stuns it.

The
herald and friends attempt to charge the gretchin in cover but snake
eyes means they fail.

Score:
objective 6

Renegades:
6 – Orks: 4

Orks turn
5

Both
dakka jets focus on the my warlords chimera and the warboss moves to
the still stunned flier.

As a long
shot the gorkanaught shoots at the chimera and wreck it, getting
enough 6's to hit. The first dakka jet kills off the command squad
while the other then finishes off the running veterans.

Assault
and the warboss charges the flier while its still in reach and
explodes it.

Both the
soul grinder and herald ensure they can charge the grots this turn.
The other unit just holds the objective.

I cast
iron arm.

I need to
kill the gorkanaught this turn, but the demolisher cannon blows a
weapon off it, while the battle cannon shakes it leaving it on a
single hull point. The other battle cannon again shoots at the
warboss but does nothing.

Assault
phase and the soul grinder and daemons charge into the gretchin,
killing every last one and claiming objective 3.

Score:
objective 3, objective 3, objective 3

Renegades:
9 – Orks: 11

Orks turn
6

Both
dakka jets fly off the table, the warboss goes after the immobilised
tank.

Shooting
from the gorkanaught kills 3 mutants leaving it up to the deff dread
on the right to kill them off.

Assault
phase and the warboss charges into the battle tank, wrecking it with
ease.

Score:
objective 1, objective 5, blood and guts

Renegades:
9 – Orks: 14

Again we
roll and the game ends

Renegades:
10 – Orks: 15 (line breaker to both)

Victory
to the orks!

Post-Battle

The
battle started very well but just deteriorated as the game went on.
All of my renegade infantry dies, that's to be expected and the
daemons lived which was nice. I misplayed the soul grinder this game,
he should have chased down the warboss with him, as it would only
have taken a single wound to finish him off. This might have made a
bit more of a difference in the game, plus the grinder could probably
go toe to toe with the other walkers and live. Next time he will be
in the middle of the table instead of on a flank.

I am not
sure if the two 10 man units or one unit of 20 would be better for
this list. Two units deep striking means i'm more likely to at least
get a unit in turn 2, but they don't have as much staying power.
However if I have a unit of 20, they will likely have to walk most of
the time otherwise it will be difficult to deep strike a unit of 20.
plus as they can't run being slow and purposeful, a unit of 20 in
base to base is a nice target for a blast. I guess it depends what I
am fighting as to if they deep strike in.

I am
starting to be a bit happier with this list now that I have added in
a few daemon units for some staying power, as the models I have for a
pure renegades force, isn't great at the moment. But I think I might
have to drop the valkyrie, as it doesn't do much, its just a fancy
transport.

5 comments:

Quite a brutal game! I laughed a little at this one "Again able to fire its demolisher cannon, it targets the gorkanaught but the shot scatters and kills a veteran with melta gun and stuns the valkyrie". My vindicator traditionally does far more damage to my own units then the enemies :).

Dread mob is a hard list to handle. It's deceiving. Most of the damage it does comes from close combat, as the shooting is pretty meh. So if you can keep it at a distance, and whittle it down, you'll have a chance....but it's way faster then the standard dreads, due to the reroll on one charge dice, and the ability to waaagh. That combined with the D3 hammer hits per dread means you gotta stay WAY back. Using the zombies to brunt the charge was probably the smartest move.

Have you thought about swapping valk for the vendetta? The tri las would really help your anti tank. (then of course dread mob lists are pretty rare these days since they are relatively mediocre)

Unfortunately the renegades and heretics list doesn't allow you to use vendettas. I don't just want to be a guard army which is painted chaotic, i want it to be a proper chaos force so i am rather limited in flyers.

Wow, it's like your Tanks don't like you! I admit, I've rarely been impressed by the basic battle tank and this game kinda confirmed that. Consider the Exterminator. That autocannon gives it a lot of shots that would have devastated his low armor walkers. AV13-14 is rarer, and you've got the demolisher and meltaguns for that.

I would love to add in some Exterminators but that is a long way off, as right now i don't have the money to buy more warhammer for quite some time. I will just have to use what i have in storage or built.

But i do know what you mean about the basic battle cannon, it really doesn't do much.

Thank you for this cool batrep! It was actually the first one I read that includes a Renegades army, and it was pretty cool!! Shame you lost, but it wasn't by all that much I'd say.

Regarding your list - I've read a few batreps over the last months where a Demolisher was played, and it seems like it NEVER does anything useful, much less earning its point back. The scatter just kills its effectiveness, so maybe you could swap that one out?